Welcome to the newest round of practice teams. If you're an aspiring rater, then these will hopefully allow you to pick up on and address any problems with your rating, as well as providing you with experience rating teams that have been specifically made to be as tough to rate as possible, and to make you think creatively in order to find the best changes. Any rates we receive will be replied to with personalized feedback by one of harsha2014, Jirachi, Remedy, tab, and Trinitrotoluene. Then, at the end of the round, we'll give some general hints and feedback on how things went, and post the best rate that we received as an example of how to rate the team.
Anyone is welcome to participate and send in their rate, and everyone will be guaranteed to receive feedback appropriate to the effort they put into their rate, regardless of their ability. However, to keep things fair we won't be considering rates sent in by official team raters as winners of the best rate.
If you would like to participate in this round, PM your rate to tab no later than Friday November 8th.
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This week's team is based around a very simple idea: get hazards up, survive long enough for the more powerful members of the team to weaken stuff, and let mew clean up.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 Def / 248 HP / 8 SDef
Impish Nature
- Brave Bird
- Spikes
- Whirlwind
- Roost
Skarmory's a strong physical wall that takes plenty of hits, as well as providing a steel type. It's also important for setting up Spikes, which the team is very reliant on.
Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Close Combat
- Stone Edge
- Stealth Rock
- Taunt
Following on from the idea of needing hazards fast, Terrakion is a solid lead for getting up SR early, while still being offensively threatening.
Mew @ Leftovers
Ability: Synchronize
EVs: 32 Spd / 176 HP / 148 SAtk / 152 Def
Modest Nature
- Psyshock
- Will-O-Wisp
- Calm Mind
- Softboiled
This is an unusual choice of set, but the idea is that along with Spikes, WoW+CM will be able to cripple all of the usual ways of checking something like this.
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Outrage
- Fire Punch
- Earthquake
- Extreme Speed
CBNite gives a solid check to sun teams, as well as a wallbreaker and general answer to fast sweepers with Extremespeed.
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
Spinners are a pain for a team like this; fast CBTar is great at taking them out along with annoying pokemon like Jellicent. It also gives the team a second wallbreaker.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SDef / 248 HP / 8 Spd
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
The team was pretty horribly weak to water moves, so I've added a specially defensive Rotom-W to check water types and add a second source of burn.
Anyone is welcome to participate and send in their rate, and everyone will be guaranteed to receive feedback appropriate to the effort they put into their rate, regardless of their ability. However, to keep things fair we won't be considering rates sent in by official team raters as winners of the best rate.
If you would like to participate in this round, PM your rate to tab no later than Friday November 8th.
---
This week's team is based around a very simple idea: get hazards up, survive long enough for the more powerful members of the team to weaken stuff, and let mew clean up.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 Def / 248 HP / 8 SDef
Impish Nature
- Brave Bird
- Spikes
- Whirlwind
- Roost
Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Close Combat
- Stone Edge
- Stealth Rock
- Taunt
Mew @ Leftovers
Ability: Synchronize
EVs: 32 Spd / 176 HP / 148 SAtk / 152 Def
Modest Nature
- Psyshock
- Will-O-Wisp
- Calm Mind
- Softboiled
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Outrage
- Fire Punch
- Earthquake
- Extreme Speed
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SDef / 248 HP / 8 Spd
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
The team was pretty horribly weak to water moves, so I've added a specially defensive Rotom-W to check water types and add a second source of burn.